def add_material_to_mesh(mesh, materials , uvs):
for material in materials:
print('linking material %s to mesh object %s' % (material.name, mesh.name))
mesh.data.materials.append(material)
bpy.context.scene.objects.active = mesh
bpy.ops.object.mode_set(mode="EDIT")
bm = bmesh.from_edit_mesh(mesh.data)
uv_layer = bm.loops.layers.uv.verify()
bm.faces.layers.tex.verify()
for face in bm.faces:
face.material_index = 0
for l in face.loops:
luv = l[uv_layer]
ind = l.vert.index
luv.uv = Vector(uvs[ind])
bpy.ops.object.mode_set(mode='OBJECT')
mesh.select = True
bpy.ops.object.shade_smooth()
#mesh.hide = True
mesh.select = False
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